Real-world Flash game development
Subtitle: how to follow best practices and keep your sanity
By: Christopher Griffith
Edition: 2nd ed.
Publisher: Focal Press/Elsevier; Focal Press
Published: 2012
Place of publication: Amsterdam; Boston
Language: eng
Number of pages: 418
ISBN-13: 9780240817682
Subjects: Computer games; Computer animation; Programming; Flash (Computer file)
Notes: Includes index.
Table of contents: title: Machine generated contents note: Introduction Chapter 1: Getting Started; title: Computer Science Isn't For Everyone Chapter 2: The Best Tool for the Job Chapter 3: A Plan is Worth a Thousand Aspirin Chapter 4: FTW!; title: An AS3 Refresher Chapter 5: The Least You Should Ever Do vs An Architect's Approach Chapter 6: Managing Your Assets/Working With Graphics Chapter 7: Make It Move; title: ActionScript Animation Chapter 8: Turn It Up to 11; title: Working With Audio Chapter 9: Putting the Video Back in "Video Game" Chapter 10: XML and Dynamic Content Chapter 11: M-A-T-H, the Four Letter Word Chapter 12: Don't Hit Me!; title: Approaches to Collision Detection Chapter 13: MixUp; title: A Simple Puzzle Engine. Chapter 14: A Platformer; title: Handling External Assets and Level Creation Chapter 15: Marble Runner; title: A Mobile Game using the Accelerometer Chapter 16: Air Hockey; title: A Multi-Touch, Multiplayer Tablet Game Online Appendices Appendix A: Webcams and Microphones Appendix B: Localization Appendix C: JSFL is JavaScript for Lovers Appendix D: Using AMFPHP with Games Online Bonus Chapters Don't Play By Yourself; title: MixUp as a Multiplayer Game Bugs: Squash Em If You've Got Em On Your Guard: Security and Protecting Your Games An Introduction to Mobile Game Development with AIR for Android .